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Practice the shots you have trouble with. Definitely learn the armpit shots and the shots necessary to light kickbacks.
Like on almost any other table, lighting kickbacks is very important. Know and repeat the safest shots that feed the the inlanes (that would be one of the left ramps). And learn to hit the mini-orbit reliably for the kickback hurry up.
You also need to be good at nudging outlanes and center, as both situations happen a lot here.
That's all the basic stuff.
The best scoring strategy is probably Katana MB, and to do that well, you need to know the shots well enough to activate it reliably, and then be able to take good advantage of the MB mode.
I don't have any trouble hitting the left armpit, but the right armpit is problematic. Nevertheless, I think it is easier to hit with a running ball than a trapped ball, and sometimes you have to slam the ball into place by releasing the right flipper as soon as the ball arrives.
stray_pengo is top dog on this table, so maybe he can weigh in, too.
Good one, Raz... and I thought double-flipping never ever would be a good idea.
Another key element of DP is that the ball flow changes in and out of combo. Understanding this is crucial to light kickbacks reliably on this table. Note those flashing lights!
Hi, stray. Thanks for chiming in.
Speaking of double-flipping, I was playing Stern's new "Star Trek" with Johnny Modica last week (#134 rank on IFPA), and he double-flipped to slam the ball shut on every single mission start on the right hand side of the playfield.
Johnny's a great guy! Very friendly. He'll probably be one of the guest commentators at PAPA. We were playing for $1.00. Really high stakes! ;) Since I had never played that pin before, he was giving me a quick tutorial, and he almost reached the wizard mode on the first game. Dude had freakish skills! I was mesmerized, to say the least.
Yeah, the combo mechanics are absolutely vital on this table. Probably more so on Deadpool than on 90% of the other tables in Zen's portfolio.
Funny you should mention ST; I too thought the timing and placement of the lane is very similar to DP, including the odd fact that it seems positively easier on-the-fly than from trapped.
I've heard from a reliable source that ST's ruleset will get another major overhaul in the coming months, so keep your eyes peeled (as you always do!
https://pinside.com/pinball/forum/topic/st-code-looks-to-be-improving-in-positive-ways
I'd like to talk to your manager, please! =D